Interview with Aura

A painting by Aura

The first time when I saw A Lill’ girls Tale by Aura, I was amazed by how beautiful the levels are. And her game has to offer even more. A nice story, and some real game puzzles. You definitely need to check out her game. But first, an interview…

Can you tell us a bit about yourself? How old you are, where you live, how you spend your days, etc?

I am 24 years old. I’m living in Germany and I love to paint, write, sing also. So currently my art is what I’m living of…

Read more…

Release 0.21: Let characters walk

Finally I have the release that everyone is waiting for: characters that walk! And not only NPC’s. You can let your hero or even monsters walk to a certain location.

This functionality opens a lot of cool possibilities, such as letting a guard block an entrance, and moving him out of the way once you have a certain item or password.

Screenplays can also become more dynamic by letting characters move to certain locations.

So how do you use it? Like this:

Actor1 walks to 5,-2

Which means: Let Actor1 walk 5 tiles to the right and 2 tiles to the top.

The first number is left and right. If it is negative, you walk to the left, if positive, you walk to the right. If you don’t want to walk left or right (only down for example), it must be 0.

The second number is up or down. If it is negative, you walk up, if positive, you walk down.

To give you some examples

  • Walk 2 tiles left: Actor1 walks to -2,0
  • Walk 3 tiles up: Actor1 walks to 0,-3
  • Walk 1 tile right, and 3 tiles up: Actor1 walks to 1,-3

Just experiment with it a bit and you will get the hang of it! :).

In the future I will make this way easier (just selecting the position you want to go to with the mouse). But for now this is it.

Release 0.20: Pixel movement

Wow, it took more than a year to finish this release. But don’t worry, it’s finally here! And I promise that the next release will be finished faster.

So why did it take so long? Well, I completely rewrote the movement of the characters. They can now walk with pixel precision, instead of being bounded to walking on the middle of a tile. I also improved the camera movement so it’s way smoother now.

I used the Box2D physics library for this. Which also enables some other cool stuff for the future. For example when you would hit an enemy, it can be swiped back and push other enemies aside.

Why do we need this?

Well, pixel precision movement, and 2D physics, open a lot of possibilities for the future. The most important one is probably making cool, modern action combat. Like in the game CrossCode shown below:


Why do we need it now?

Because it had to be in place to support other functionality, such as letting NPC’s walk to another location. This last feature has been requested by a lot of you. But before I implemented that, I fist needed to put this pixel precision movement into place.

So what is next?

The features you have been requesting so many times: new actions!!!

  1. Make NPC’s walk to a certain spot
  2. Make NPC’s disappear
  3. Lock doors
  4. Let the player choose a response

So head over to and check it out!

Fight Scenes


A lot of our members of our community want to be able to hold fight scenes. So naturally, fighting, or “battles,” are important to include in your game. Unfortunately, RPG Playground does not have any sort of fighting function yet, and that discourages a lot of people who want to make a game. While we hope that one day we won’t have to find roundabout ways to include this, it still is possible for at least one fight scene.

A few quick notes, though. This method is heavy in the scripting department, and takes a lot of play testing to guarantee it is the way you want it. Also, none of the NPCs can move or “die,” which causes issues if they are blocking the path. My advice is to make one final boss, which can only be defeated if the character has the right equipment.


mom says “Take this dagger – you’ll need it to protect yourself in the woods!”

invisible-actor says “You received a +1 dagger!”

hero receives token “dagger1”

This is a really simple way to have your character receive a weapon or armor. An invisible actor can always be used to tell the player that they had gained or lost something, so it is something that will appear often in these scripts. As the character gains a stronger weapon, make the “stat bonus” higher, regardless of the weapon. A quick note is to not make two different weapons with the same stat boost.


if hero lacks token “longsword2”

    invisible-actor says “You open the chest and get… a +3 Shield and a +2 Long-sword!”

    invisible-actor says “Unfortunately, you cannot carry more than one weapon. You lost all other weapons and/or armor.”

    hero loses token “dagger1”

    hero loses token [list all other weapons and armor that they might have acquired.]

    hero receives token “longsword2”

    hero receives token “shield3”


    invisible-actor says “The chest is empty.”

Of course, there are a few problems with this. First of all, if the hero goes to another chest, loses his new Longsword, he can come back and re-use the chest. For the ambitious people out there, the quick fix is to make another if/else statement resulting in more tokens. Once again, this is just the “Easy” way of doing this. If any of you would like me to describe how to fix any of the problems with the script I describe, just leave a comment below.


boss says “Fight me!”

hero says “Bring it on!”

    if hero has token “axe10”

        if hero has token “armor5”

            invisible-actor says “You fight! He swings his sword, but you dodge easily. You swing at him with your ax, cutting him in the shoulder! He strikes back, but his blow bounces off of your armor! [Etc…]”

            invisible-actor says “You defeated the boss! You gain 100 gp and can move on to the next level!”


            hero says “If that sword strikes me, I’ll die. Maybe I should grab some armor first…”


        invisible-actor says “You fight! He points at you with his finger and shoves you aside quickly, and you fall in embarrassment. ‘You are unworthy,’ he says.”

Here, we use a more complicated if/else statement. The more factors, and the more descriptive you get, the better the fight scene will be. Unfortunately, you cannot give the player a choice of what to fight with, or what moves to use. You can use tokens, however, to give the player a choice of the character’s preferred moves. This, of course, takes a lot of effort on your part to create a scenario for every ability.

In addition, you can use a token to give the character actual (token) currency, which may be used later. I also recommend creating a token for defeating the boss. This way, when the character moves forward in the game, he cannot act in the next level unless he has that token.

There are many other things you can add to your fight scene, making it into a better game. If you have any suggestions for another post, another piece of script, or anything else – leave a comment! I’ll try my best to clear everything up!